Homafloek, you can send me the files I need to compile for Maya 6.5 if you want. In the Maya folder is "devkit", "include" and "lib." Zip all three together and email me at (slipowski ..at.. gmail.com) and we can try sending it over AIM or something. That's what I did with arne, worked fine :) Sorry...

I think Indigo uses meters (if I remember correctly from the camera stuff). And Maya uses units usually equal to 1cm by default. It is arbitrary though unless you are using Mental Ray shaders like miSSS_fast that have scale based effects. The point for Maya users- scale in Maya preferences is not re...

The Rectangle Light isn't exported as a RectangleLight yet What's the difference between a rectangle light and a rectangular mesh light? Also, for the camera fov (because nobody replied to the question in the general forum), we can just do this: float $mFocalLength = `getAttr cameraShape1.focalLeng...

The part of mtiGen.mel that creates the model xml is what is causing grief in Maya 8, no? So Arne or Matt, could one of you try this as way of getting to the materials from the shaderEngines. I don't think it will throw the unpredictable lightLinker.incandesence error: global proc materialIterator()...

Someone needs to send me the 6.5 files so I can compile. Also, turns out that creating and assigning shaders in mel doesn't work like you want. I think this will work in all versions of Maya: global proc meshLight() { // create poly plane string $lightPoly[] = `polyPlane -n emitter -sx 1 -sy 1 -w 5 ...

homafloek: The Maya 6 files I compiled with came from Arne. I don't know if they were 6.5 or 6.0. That might be the problem. Arne, what version you running? CTZn: I haven't checked your scene yet, I'm actually looking at another bug. Sorry :( Lets try this for creating light emitters (edit: assignSG...

It's hard to say without running tests, but basically, orders of a magnitude. You were limited before to < 10,000 tris. Now, go ahead and try 1,000,000 tris. Seriously fast- I just wish I could compile it for Linux and OSX (huge mac fan by the way). Try the included cornell box scene - it should be ...

I've got a question about how indigo calculates Field of View. I can't seem to get Maya camera's into IR correctly. Maya calculates its camera FOV with 'horizontal film aperture' or 'frame size' (this would be 'sensor width' in indigo I assume) as the first variable and 'focal length' as the second....

I just tried setting Indigo's camera to the same values as maya's default camera and the results were not as expected. I am assuming Maya's "horizontal film aperature" is the same thing as indigo's "sensor width" and that maya's "focal length" is the same as indigo's "sensor distance". Indigo measur...